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XIII's stance just feels like a slightly reworked version of his original stance. In any event the CvS one is good, no need to change it!I think I've settled on the level 3: the Neo Max from XIII just has more impact that his HSDM from 2002, so I'm going with that. Speaking of, what exactly was that move called?it's uh, essentially spelled identically to his regular Raikoken super? And his voice clip for the Neo Max sounds like its the same voice clip that plays for that regular Raikoken super, but with an echo?

... whatever, I'm just gonna use the name and voice clips from XIV, which are both unique. And it's the same goddamn move!I've got a few other things I'm still thinking about, like what to do about portraits. See, Benimaru's CvS outfit is unique to that series, so I can't use Hiroaki's art for the big portrait, like I have used for all my other SNK characters... unless perhaps some editing was involved, like King. And lookee here, someone's edited the XI art into Benimaru's XII/XIII look! Using this, I think I edit on some opera gloves onto his arms, slap a tattoo on there, and we'll be good to go!

Alternatively I can just make the default palette his KOF98-2002 look. But I'd rather keep the CvS look, cause the sprites were drawn specifically for that outfit; the color separation does a good job of transforming it into the KOF look, but it's not 100% perfect.

Let's talk about this:good ol' background Goro over here is definitely something I'd like to add, but I never really considered (until now) that you can't just stick him in one place and expect it to work for every single stage. Like, consider the screen shot above: what if the stage was instead on a long, narrow bridge, with only enough room for the fighters on it? Daimon would just be floating in the air!

So, some stages might require different placements of Daimon so that where he's standing makes sense. Other times, there might not even be room for Daimon to stand, and he shouldn't appear at all (this happens in certain CvS2 stages, even). But I'm struggling on thinking of a good way to approach all this. Right now, I'm kinda thinking that the most reasonable option to take would be to figure ut the best Daimon placements for a select number of stages, and disable him for every other stage. Maybe crowd-source the specific stages Daimon should be compatible with, or something.

Using Dr. Wily by NDSilva as an example, Wily has a config file which allows you to basically choose which stages he can't use his UFO intro on. Maybe something like that, but the inverse for Daimon: A config file that lets the person pick which stages he'll appear on.

why bother ? if he only stays there like a lemon with hands I don't see the point of it.Then people will be like, JMANZ ADD RYU TO KEN OR GUILE OT CHUN OR OR NASH OR ROR ASDAHD ASJD AASBGDSJKA DSAJKD BASKJDASDATo be fair a toggle for him would be the best option if you really want to add him.

Re: Jmorphman's WIP thread: some clever pun involving Benimaru

Well, that's basically how it's gonna be! You can add stages to the config file to prevent Daimon from appearing in them, but he'll show up by default!Separation is going very well, I'm more than halfway done! And that means... it's time to start thinking about FX.

Re: Jmorphman's WIP thread: some clever pun involving Benimaru

Finally done with Benimaru, now onto Daimon... who uh, has over 200 sprites.But it's actually gonna be really easy cuz most of them are identical, save for slight differences in his head/face! And also there's only 32 slots left for separation, so he's not gonna have anything major. Anyways, expect a template in the next few days, finally!